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Enough smacktalk ....
23yrold3yrold
Member #1,134
March 2001
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Wheeee! Now when you punch a goblin, you generate Hit Sparks! For those wondering what the heck those are, I accidentally included them in the download (even though they aren't used in the game). See the 6 bitmaps in the Sprites folder named HitSparks*.bmp ....

http://www.geocities.com/chrisrbarry/HitSparks.gif

Well, that's my particle engine down. Time to finalize that collision reaction, methinks ....

Quote:

I don't think this jumping is very realistic. For the better, too.

Exactly. As long as what I've got works well for the game, realism can kiss my Royal Canadian Arse :)

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

DanTheKat
Member #1,990
March 2002
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FPS on this computer (which would be mine...) 99-100, yeah, baby!
FPS on my mother's computer (which I USED to use) 59-60, yeah, yeah.

As for physics, I don't care, as long as I can maneuver easily.

---
"Even the best spellcaster can't transmute bread into bread." - spellcaster

StevenVI
Member #562
July 2000
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Quote:

I don't seem able to use >> with floats

(Though almsost completely off topic) Of course you can't! It's a binary thing. Floats are funky 'lil bastards. The number 255, for example, would be represented as 11111111, as an 8-int, but a float would look much different (so different I don't even know how it would be represented :P). To get a better understanding of this, use "%d" in a 'printf' when printing a float. You get the idea ;). So when you do "float >> n" it would give you a wild and unpredictable result, which is useless to everybody, because of the nature of floats. Since ints are plain binary numbers, however, it can be done with the results being completely predictable.

-Sven

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23yrold3yrold
Member #1,134
March 2001
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Well, it was news to me :)

Anyway, looks like it works reasonably well for everyone. I tried adding 100 of those SFA3 hit sparks to the main object list and it was still playable at 30 fps, so I guess it's going to work out nicely. BTW, if anyone knows a free program I can use to make an 8-bit pallete of my images (per JP's post above) I'd like to hear it. I'm interested in what kind of speed boost I'd be getting .....

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

DanTheKat
Member #1,990
March 2002
avatar

Well. You can DL a trial version of PSP (I believe I went past the time limit and still was able to use it, at least with PSP 5). It works fine for converting color modes. But I still think you're gonna have to make a global palette so all the sprites won't be screwed up and stuff when you load them in.

---
"Even the best spellcaster can't transmute bread into bread." - spellcaster

23yrold3yrold
Member #1,134
March 2001
avatar

I just tried it with a cheap little picture editting proggie that came with my fiance's scanner; it does the job. I'll give JP's suggestion a try this weekend; if I have problems I'll post in the Programming Forum. We'll see ...

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

spellcaster
Member #1,493
September 2001
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hey, nice demo.
How did you implement the moving blocks / platforms collision wise?

--
There are no stupid questions, but there are a lot of inquisitive idiots.

CGamesPlay
Member #2,559
July 2002
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Wow, I am really late on this...

I recently took out the 3dfx card in my machine, and I don't know if that affected it, but on my P200, 64MB RAM, LEG (Low-End Graphics) card, your game was reporting 1 to 0 FPS... Would it even run on an 486? Well, not much would nowadays...

If Unreal Tournament manages to get above 10 FPS (with a 3dfx card, 640 x 480) and 5 FPS in software rendering mode (320 x 240), why can't your game?

As for the other aspects of the game, well, I couldn't really test them...

So, speed it up and then lesse how it works.

--
Tomasu: Every time you read this: hugging!

Ryan Patterson - <http://cgamesplay.com/>

23yrold3yrold
Member #1,134
March 2001
avatar

Quote:

How did you implement the moving blocks / platforms collision wise?

With great difficulty ;) Characters have a CPlatform* footing variable which keeps track of what they're standing on, and objects keep a private list of objects that are close (CPlatforms have pointers to CGameObjects and vice versa). When platforms move, they check their local list for objects using it as footing and moves it with them. Bounding box collisions take care of pushing and crushing when the platform can't be jumped through. I still have to iron out some stuff, and I'm not sure if there's any better ways to do it ....

Quote:

If Unreal Tournament manages to get above 10 FPS (with a 3dfx card, 640 x 480) and 5 FPS in software rendering mode (320 x 240), why can't your game?

I'm not on the UT team, so I couldn't say ;) But my resolution is four times UT's, and it's in 16 bit; it'll run faster if I can get it working in 8 bit.

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

CGamesPlay
Member #2,559
July 2002
avatar

So your game runs in 1024 x 768? I would definately add the video options screen before the next release, If you are running at anything higher than 640 x 480.

And all I'm saying about the UT remark is Unreal is a 3D game that, even though it was done professionally, has a higher frame rate then your 2D game.

--
Tomasu: Every time you read this: hugging!

Ryan Patterson - <http://cgamesplay.com/>

23yrold3yrold
Member #1,134
March 2001
avatar

Quote:

So your game runs in 1024 x 768?

(320x240) x (2x2) = (640, 480) ;) In any case, it runs about fast enough now. I'll worry about further speed optimizations down the road. And I honestly don't know why there would be such a speed difference, though I'm sure the UT guys really know their stuff (and I don't ;) )

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

Richard Phipps
Member #1,632
November 2001
avatar

Well, if Chris's demo runs at 640 x 480 in 16 bit and Unreal runs at 320 x 240 in 8 bit then Chris's demo is actually drawing 8 times as much information for each frame.

That's a big difference..

I think you'll find Chris that even in 640 x 480, 256 colour graphics will be much faster than 16bit ones.

If you don't need the extra colours then use 256.. I do!

:)

23yrold3yrold
Member #1,134
March 2001
avatar

I tried 8 bit; the fps went from 50 to 60. I wasn't that impressed. It's running fast enough for the time being; like I said, I'll worry about further speed optimizations down the road. And I probably will need the extra colors when it's all said and done.

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

Richard Phipps
Member #1,632
November 2001
avatar

Just downloaded your game chris..

I'm very impressed! I really like the moving platforms and the running up & down slopes. :) Well done, great job!

I got 15fps, with the internet active and other programs open. My PC is only a Pentium II 300mhz pc though..

What game are you going to use this engine for Chris?

23yrold3yrold
Member #1,134
March 2001
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Quote:

Just downloaded your game chris...

Just now? You said "well done" earlier ....

Quote:

What game are you going to use this engine for Chris?

I have a very specific project in mind, of my own creation. I might make a Transformers one for the heck of it, but it's not where my mind is right now.

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

Richard Phipps
Member #1,632
November 2001
avatar

hehe.. I was saying 'well done' earlier for doing some programming! ;)

Is it going to be some other platform game based on a cartoon/graphic novel?

23yrold3yrold
Member #1,134
March 2001
avatar

Quote:

hehe.. I was saying 'well done' earlier for doing some programming!

Yes, but I'm ALWAYS programming. See my journal below. A<i>nd</i> doe<u>sn</u>'t t<u>h</u><b>e tagger</b> c<u>ou<i>n</u></i>t?

Quote:

Is it going to be some other platform game based on a cartoon/graphic novel?

No; it's an original game of my own creation. Not based on anything.

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

Richard Phipps
Member #1,632
November 2001
avatar

True..

(bows head in shame..)

Sorry!! :D

You've got a good thing going on here Chris. I'm looking forward to seeing the end result.

23yrold3yrold
Member #1,134
March 2001
avatar

You know it's a good demo when a Depot thread on it hits 68 posts. That's 23 posts 3 times over (counting the first one ;)) My Goblins are taking hits and turning to face the player when they do. By the end of the day I should have the health/damage worked out and actually be able to kill a few. Also, hitting the "G" button spawns a new goblin at mouse_x, mouse_y. So there's going to be some heavy goblin genocide, yessiree ....

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

Richard Phipps
Member #1,632
November 2001
avatar

Strange.. I couldn't seem to punch a goblin.. never connected.

Perhaps I was doing something wrong!

23yrold3yrold
Member #1,134
March 2001
avatar

Yeah; you're playing the wrong demo :P I was just reporting on my progress here; wait until next time ....

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

Ultio
Member #1,336
April 2001

Chris: are you planning on making the moving platforms more realistic, or will they just float like that?

Just wondering. In most other games they are attached to something. I can't be the one to judge how "real" something is, but this just came to mind for some reason - I don't know why.

Also, are you planning to release the source to the game when you are done, or will it be another one of those closed source projects? :)

---
"It's nice knowing that someday, the software I write will just be pirated by millions of people." :-/
http://loomsoft.net | Zep's Dreamland | Allegro Newbie Tutorials

23yrold3yrold
Member #1,134
March 2001
avatar

I just got finished cursing at the single most infuriating bug I've ever had. Have you ever accidentally re-declared a variable in a class derived from a class derived from a class with the exact same variable? Grrrr ....

Quote:

Chris: are you planning on making the moving platforms more realistic, or will they just float like that?

Just wondering. In most other games they are attached to something. I can't be the one to judge how "real" something is, but this just came to mind for some reason - I don't know why.

This is trivial. I could make a track on the background tilemap (when it gets one) or have a chain link the platform to the point it's revolving around or whatever. That last one might be a trick, but it's doable, no sweat.

Quote:

Also, are you planning to release the source to the game when you are done, or will it be another one of those closed source projects?

I would like to make this for profit, so I'm undecided on releasing the source. I don't want you stealing my game on me! ;) At the barest minumum, there will be a succession of Pixelate articles on the how-to's of different parts of the engine.

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

Ultio
Member #1,336
April 2001

Ah. Going to go for profit on this one?

So, how do you think you're going to do that once it's done? Going to make it shareware, or... what? Again, just wondering.

And as for the source -- it just seems like all of the "better" (for definition of better read: more complete, less-buggy, and just than the rest of the games on allegro.cc ;D) games on allegro.cc are closed source :). I don't know if I'll be releasing the source on mine. Just seeing how the platformer wave is riding, you know? :)

I recently found the source code to Abuse. It's cool, although I can't really make most of it out. If you're interested you can find it here. There's actually tons of links. That's just the first one I found. There's lots of different versions of the source, too. But anyways -- always good for learning.

---
"It's nice knowing that someday, the software I write will just be pirated by millions of people." :-/
http://loomsoft.net | Zep's Dreamland | Allegro Newbie Tutorials

23yrold3yrold
Member #1,134
March 2001
avatar

Quote:

So, how do you think you're going to do that once it's done? Going to make it shareware, or... what? Again, just wondering.

So am I ;D I'll make a free demo of one level, which I recommend trying just to make sure your 'puter can handle it before you actually pay. And like I think I said way above, I have several games planned featuring other characters (Transformers, for example) which I will of course not charge for. I might release a generic platformer with source and editors just for people to play with and learn from, but I'm a long way from that ....

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

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